RE: App Store games
November 11, 2014 at 7:20 am
(This post was last modified: November 11, 2014 at 8:53 am by Aractus.)
Not every parent is an academic-level genius, many are what we would have termed in times gone past as "working class" and assume that if an app says "ages 9+" that it will be suitable for their child.
But even with children out of the equation it doesn't change the fact that the games are designed to target people susceptible to developing an addictive response. I even proved this with a 2001 article written by an ex-Microsoft expert many years before this ever became a reality, clearly stating that behaviour can be shaped through video games. This is the same thing that EGMs (poker machines) do, except that they are heavily (although in my view not heavily enough) regulated. In 2010 there were 115,000 people in Australia estimated to be problem gamblers, and out of that number 95,000 were EGM players and only 20,000 were addicted to other forms of gambling (sports betting, lotto, scratches etc). These figures by the way come from the Productivity Commission Report
which I mostly read (I glossed over some of it, but I read and comprehended most of it). 600,000 people in Australia, in 2010, played EGMs at least once a week and were termed regular players; so out of these regular players 1 in 6 roughly was a problem gambler.
In Canada it's even worse. Nova Scotia had 1 in 5 regular players of "VLTs" (their version of EGMs) as problem gamblers.
Right so we know that's a problem, and I assume we agree upon that much. EGMs carry warnings and people can self-exclude themselves from venues, and in fact the Commission Report provides policy recommendation as to how to make this even better. They also carry warnings. Each machine I believe (without actually looking at one) has a sticker on it that says gambling is addictive, furthermore the venues must also display and advertise the main I guess "switch" help service which is Gambling Help Online both in gaming areas, and in the bathrooms of gaming areas.
Those say "do you need help, if you do then you can go online or call 1800 858 858 and talk to a trained therapist 24 hours a day 7 days a week 365 days a year".
Right, so now we know a little bit about EGMs and why is this relevant to app games with in-app purchases?
Because:
1. Where are the addictive warnings?
2. Where is the advertising for the counselling and help services?
3. Where is the ability for a consumer to en-forcibly self-exclude?
Do you really want to wait for this to become a huge problem?
But even with children out of the equation it doesn't change the fact that the games are designed to target people susceptible to developing an addictive response. I even proved this with a 2001 article written by an ex-Microsoft expert many years before this ever became a reality, clearly stating that behaviour can be shaped through video games. This is the same thing that EGMs (poker machines) do, except that they are heavily (although in my view not heavily enough) regulated. In 2010 there were 115,000 people in Australia estimated to be problem gamblers, and out of that number 95,000 were EGM players and only 20,000 were addicted to other forms of gambling (sports betting, lotto, scratches etc). These figures by the way come from the Productivity Commission Report
![Link Link](https://atheistforums.org/images/smilies/link.gif)
In Canada it's even worse. Nova Scotia had 1 in 5 regular players of "VLTs" (their version of EGMs) as problem gamblers.
Right so we know that's a problem, and I assume we agree upon that much. EGMs carry warnings and people can self-exclude themselves from venues, and in fact the Commission Report provides policy recommendation as to how to make this even better. They also carry warnings. Each machine I believe (without actually looking at one) has a sticker on it that says gambling is addictive, furthermore the venues must also display and advertise the main I guess "switch" help service which is Gambling Help Online both in gaming areas, and in the bathrooms of gaming areas.
Those say "do you need help, if you do then you can go online or call 1800 858 858 and talk to a trained therapist 24 hours a day 7 days a week 365 days a year".
Right, so now we know a little bit about EGMs and why is this relevant to app games with in-app purchases?
Because:
1. Where are the addictive warnings?
2. Where is the advertising for the counselling and help services?
3. Where is the ability for a consumer to en-forcibly self-exclude?
Do you really want to wait for this to become a huge problem?
For Religion & Health see:[/b][/size] Williams & Sternthal. (2007). Spirituality, religion and health: Evidence and research directions. Med. J. Aust., 186(10), S47-S50. -LINK
The WIN/Gallup End of Year Survey 2013 found the US was perceived to be the greatest threat to world peace by a huge margin, with 24% of respondents fearful of the US followed by: 8% for Pakistan, and 6% for China. This was followed by 5% each for: Afghanistan, Iran, Israel, North Korea. -LINK
"That's disgusting. There were clean athletes out there that have had their whole careers ruined by people like Lance Armstrong who just bended thoughts to fit their circumstances. He didn't look up cheating because he wanted to stop, he wanted to justify what he was doing and to keep that continuing on." - Nicole Cooke
The WIN/Gallup End of Year Survey 2013 found the US was perceived to be the greatest threat to world peace by a huge margin, with 24% of respondents fearful of the US followed by: 8% for Pakistan, and 6% for China. This was followed by 5% each for: Afghanistan, Iran, Israel, North Korea. -LINK
"That's disgusting. There were clean athletes out there that have had their whole careers ruined by people like Lance Armstrong who just bended thoughts to fit their circumstances. He didn't look up cheating because he wanted to stop, he wanted to justify what he was doing and to keep that continuing on." - Nicole Cooke